Great video, Ben!! It helped me understand things a lot better. The info at 16:39 and 21:53 is slightly incorrect, according to the 2.1 rules (pg 4, section 9.0 Opportunity Fire). Op Fire *always* uses the proficient firepower, even what the video calls "Planned Opportunity Fire". The Op Fire token does give a +1 to the proficient firepower, so in the video example where the German unit has "6/5" firepower, the effect is the same.
Ben, at 19:40 you mention that if the German unit were using Assault Fire, it would use it's proficient firepower of 5, halved for being long range to 2.5, then rounded UP to 3. Shouldn't that be rounded DOWN (referencing Rules 6.0 "Range" paragraph) to 2?
I agree - the rules state "Infantry may fire at a target up to twice its normal Range, but after all other modifiers are applied its FP is halved (rounded down). This is called Long Range fire.
Great video. Question about the rout phase (time 34:40): the Russian unit in H5 is in the open and in LOS of the German unit in E6 which is within 5 hexes. Would that Russian unit also not need to make a rout check?
I recently got the second chance kickstarter of all three games of B.O.B. and I must say that your video is the best laid out, easy to follow and understand on how to play this system of games. I second the call for part 2 and anything Axis and Allies(I would do Battle of the Bulge, it is a nice blend of A&A traditional pieces, theme and movement with some classic wargame motiffs like zones of control and hexes-that would be awesome!) I really enjoy your videos, thanks for all the work you do that goes into making them!
Your welcome! Part 2 is coming. Recently, I've been swamped with work and relatives visiting, etc. I have a copy of A&A Battle of the Bulge and I've been thinking of doing a tutorial of it. Glad to know others are interested!
Hello! Great training videos! Thank you SO much for taking the time to do these! I do have one question. Op Fire and Final Op Fire. Should there be another +1 for Op Fire? Page four section 9.0 “The Proficient FP may be increased by one for each of the following cases: •If the target unit is adjacent. •If the firing unit is marked as Op Fire. •The player spends a CP” Final Op Fire - page four section 10.0 “All modifiers for Op Fire are applied to Final Op Fire in the same way as Op Fire.” Do the modifiers accumulate? If a unit is adjacent and in Final Op Fire do the +1 and +3 both apply?
On this page it states "the three modifiers are cumulative, although a unit's proficient FP can never be increased above it's Normal FP because it's three modifiers." So you're correct as long as the total does not exceed normal FP.
Excellent tutorial! I had this game for quite awhile6 but never got around t0 try and understand all these "numbers". ASL (at least in its ASLSK incarnation) looks simple compared to this incessant number-crunching...
First, thank you for your channel and for all the work you put into these videos, they have been a fantastic resource. And two, I just got Screaming Eagles Revised and was wondering if these two videos reflected the 2.1 rules? Wasn't sure because the art assets in the video are original but the video came out around the time of the revised rules I think. Thanks!
Hi, I am just learning the game today and this guide has been a real help. Thank you so much for doing it. One quick questions. The russians in the open in H5 during the rout check should rout shouldnt they as they seem to me to be in LOS of the unit in E6. Also when you are routing do you have to use all your movement points or can you simply stop moving when you are able to be in cover terrain? Many thanks
I believe the Russian unit in H5 is not technically in LOS of the German unit in E6 - the building in F5 cuts the corner on an LOS check. In terms of MF used by routing units, as soon as the routing unit reaches a hex which gives them cover (beneficial terrain modifier against direct fire), it may stop. However, it must expend all MF if it cannot reach a hex with a beneficial terrain modifier.
Great video, Ben!! It helped me understand things a lot better.
The info at 16:39 and 21:53 is slightly incorrect, according to the 2.1 rules (pg 4, section 9.0 Opportunity Fire). Op Fire *always* uses the proficient firepower, even what the video calls "Planned Opportunity Fire". The Op Fire token does give a +1 to the proficient firepower, so in the video example where the German unit has "6/5" firepower, the effect is the same.
The absolute best in board game training aids.
The only squad level game anyone needs IMHO. Simple enough to play with my 6 year old, but also hellishly accurate. Amazing.
Amazing tutorial, definitely the best illustrated rules explanation I've seen.
Great explanation of the rules for this awesome game. Thank you!
I was wondering if I should get this game, thanks!
well i have had this game since the day before Christmass an this helped me so much thank you!!!
GREATEST.TUTORIAL.EVER.
Thank you very much Mr Harsh!
Ben, at 19:40 you mention that if the German unit were using Assault Fire, it would use it's proficient firepower of 5, halved for being long range to 2.5, then rounded UP to 3. Shouldn't that be rounded DOWN (referencing Rules 6.0 "Range" paragraph) to 2?
I agree - the rules state "Infantry may fire at a target up to twice its normal Range, but after all other modifiers are applied its FP is halved (rounded down). This is called Long Range fire.
Excellent work! Can´t wait for Part 2.
Great video. Question about the rout phase (time 34:40): the Russian unit in H5 is in the open and in LOS of the German unit in E6 which is within 5 hexes. Would that Russian unit also not need to make a rout check?
They probably should make a route check as well.
I recently got the second chance kickstarter of all three games of B.O.B. and I must say that your video is the best laid out, easy to follow and understand on how to play this system of games. I second the call for part 2 and anything Axis and Allies(I would do Battle of the Bulge, it is a nice blend of A&A traditional pieces, theme and movement with some classic wargame motiffs like zones of control and hexes-that would be awesome!)
I really enjoy your videos, thanks for all the work you do that goes into making them!
Your welcome! Part 2 is coming. Recently, I've been swamped with work and relatives visiting, etc. I have a copy of A&A Battle of the Bulge and I've been thinking of doing a tutorial of it. Glad to know others are interested!
That was amazing. Thank you very much indeed for putting it together!
Thanks a lot, this cleared up a couple things for me.
Hello! Great training videos! Thank you SO much for taking the time to do these! I do have one question. Op Fire and Final Op Fire. Should there be another +1 for Op Fire?
Page four section 9.0
“The Proficient FP may be increased by one for each of the
following cases:
•If the target unit is adjacent.
•If the firing unit is marked as Op Fire.
•The player spends a CP”
Final Op Fire - page four section 10.0
“All modifiers for Op Fire are applied to Final Op Fire in the same way as Op Fire.”
Do the modifiers accumulate? If a unit is adjacent and in Final Op Fire do the +1 and +3 both apply?
On this page it states "the three modifiers are cumulative, although a unit's proficient FP can never be increased above it's Normal FP because it's three modifiers." So you're correct as long as the total does not exceed normal FP.
El mejor tutorial que he visto en mi vida / The best tutorial I've seen in my life
Sorry for my English
great job once again sir. would you ever consider doing a post on axis and allies Pacific. once again great job but thanks for all the hard work.
Axis & Allies Pacific is in my stack of games. I just need to get to it.
+Harsh Rules cool! i just picked up the avalon hill version a month back and would love to see you do a run through. thanks and keep up the great work
Excellent tutorial! I had this game for quite awhile6 but never got around t0 try and understand all these "numbers". ASL (at least in its ASLSK incarnation) looks simple compared to this incessant number-crunching...
Great tutorial! Thank you for making this video. Very helpful!
You're welcome!
First, thank you for your channel and for all the work you put into these videos, they have been a fantastic resource. And two, I just got Screaming Eagles Revised and was wondering if these two videos reflected the 2.1 rules? Wasn't sure because the art assets in the video are original but the video came out around the time of the revised rules I think. Thanks!
Hi,
I am just learning the game today and this guide has been a real help. Thank you so much for doing it.
One quick questions. The russians in the open in H5 during the rout check should rout shouldnt they as they seem to me to be in LOS of the unit in E6.
Also when you are routing do you have to use all your movement points or can you simply stop moving when you are able to be in cover terrain?
Many thanks
I believe the Russian unit in H5 is not technically in LOS of the German unit in E6 - the building in F5 cuts the corner on an LOS check.
In terms of MF used by routing units, as soon as the routing unit reaches a hex which gives them cover (beneficial terrain modifier against direct fire), it may stop. However, it must expend all MF if it cannot reach a hex with a beneficial terrain modifier.
Play at speed x1.5...
Pink/ lila
Sory for the dislike. Mis hit